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| rescat = Economy |
| rescat = Economy |
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− | | rp = 19908 |
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+ | | rp = 19,908 |
+ | | rpa = 33,802 |
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+ | | reqecoT = Culinary Specialities / Culinary Specialties |
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| reqsci = Cultural Exchange |
| reqsci = Cultural Exchange |
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− | | alleco = Spirit Level |
+ | | alleco = Spirit Level |
| Aalleco = Overloading of [[resources]] |
| Aalleco = Overloading of [[resources]] |
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| allsci = Letter Chute |
| allsci = Letter Chute |
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}} __NOWYSIWYG__ |
}} __NOWYSIWYG__ |
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== Description == |
== Description == |
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+ | {{/Description}} |
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− | <onlyinclude>If our [[citizen]]s help out a little underground instead of tanning themselves on the beach, we'll get more [[Resources|raw materials]] and they'll get less sunburn. There's always a need for help down the [[Crystal mine|mines]], [[saw mill]]s and [[vineyard]]s.</onlyinclude> |
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== Effects == |
== Effects == |
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+ | {{/Effects}} |
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− | '''Allows''': Overloading of [[resources]]. |
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+ | :# '''In terms of workers:''' |
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+ | :# '''In terms of resources:''' |
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⚫ | :#: Take the normal '''maximum''' amount of workers and multiply it by '''0.5''' (50% or 1/2 increase) to get the maximum added workers and then take that number and multiply it by '''0.25''' (25% or 1/4) production, which = Original production * ('''50%''' * '''25%''' = '''12.5%''' ) = Original production * .125 equals how much [[good]]s they will produce. |
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− | : You can assign up to '''50%''' extra manpower to work, but each worker, being unskilled, is only '''25%''' (0.25) as effective. |
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− | :: In total you can boost [[resource]] production by '''12.5%''' (0.125). |
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⚫ | : |
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+ | {{Economy}} |
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− | == Analysis == |
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− | [[Wikipedia:Marginal cost|Marginal opportunity cost]] for [[resources|goods]] production starts at 3 [[gold]] and multiplies by 4 when you use Helping Hands. Take this into consideration before boosting your production. |
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− | For example, suppose that you have a [[Quarry]] Level 20 and 542 workers working in it (which is the maximum of workers you can put to work without Helping Hands), and suppose you have a [[Building:Stonemason|Stonemason]] Level 5 in your [[town]] (which means 10% more [[marble]] production). The production will be <math>{542 + 542 \times 10 \% = 596.2}</math>{{marble}} per hour. If you put those workers to produce [[gold]] rather than [[marble]], they will produce <math>{542 \times 3 = 1,626}</math> [[gold]] per hour. This means that [[marble]] production has an ''opportunity cost'' of <math>{1,626 \div 596.2 \approx 2.73}</math> [[gold]] per unit. However, if you put one more, ''unskilled'', worker, he will produce just <math>{0.25 + 0.25 \times 10 \% = 0.275}</math> [[marble]] per hour, which has an opportunity cost of <math>{3 \div 0.275 \approx 10.91}</math> [[gold]] per unit, which means it's better to put those workers to make money and save it to buy the [[good]]s rather than produce them, unless you need them fast. |
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− | We can do the same calculation for other levels of [[Building#Production Buildings|buildings that increase resource production]]: |
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− | {| class="darktable zebra" style="text-align:center; margin:auto; width:auto;" border=1 cellpadding=1 cellspacing=1 |
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− | ! Level of<br />[[Building#Production Buildings|production building]] !! Cost of production<br />by ''unskilled worker'' !! Cost of production<br />by ''unskilled worker''<br />+ Ikariam Plus option !! Cost of production<br />by ''unskilled worker''<br />+ Technocracy !! Cost of production<br />by ''unskilled worker''<br />+ Ikariam Plus option<br />& Technocracy |
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− | |- |
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− | | {{Dull|-}} || {{Gold|12}} || {{Gold|10}} || {{Gold|10}} || {{Gold|8.3}} |
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− | |- |
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− | | 1 || {{Gold|11.8}} || {{Gold|9.8}} || {{Gold|9.8}} || {{Gold|8.2}} |
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− | |- |
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− | | 2 || {{Gold|11.5}} || {{Gold|9.7}} || {{Gold|9.6}} || {{Gold|8.1}} |
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− | |- |
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− | | 3 || {{Gold|11.3}} || {{Gold|9.5}} || {{Gold|9.4}} || {{Gold|7.9}} |
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− | |- |
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− | | 4 || {{Gold|11.1}} || {{Gold|9.3}} || {{Gold|9.3}} || {{Gold|7.8}} |
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− | |- |
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− | | 5 || {{Gold|10.9}} || {{Gold|9.2}} || {{Gold|9.1}} || {{Gold|7.7}} |
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− | |- |
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− | | 6 || {{Gold|10.7}} || {{Gold|9.1}} || {{Gold|8.9}} || {{Gold|7.6}} |
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− | |- |
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− | | 7 || {{Gold|10.5}} || {{Gold|8.9}} || {{Gold|8.8}} || {{Gold|7.5}} |
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− | |- |
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− | | 8 || {{Gold|10.3}} || {{Gold|8.8}} || {{Gold|8.6}} || {{Gold|7.4}} |
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− | |- |
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− | | 9 || {{Gold|10.1}} || {{Gold|8.7}} || {{Gold|8.5}} || {{Gold|7.2}} |
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− | |- |
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− | | 10 || {{Gold|10}} || {{Gold|8.6}} || {{Gold|8.3}} || {{Gold|7.1}} |
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− | |- |
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− | | 11 || {{Gold|9.8}} || {{Gold|8.5}} || {{Gold|8.2}} || {{Gold|7.0}} |
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− | |- |
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− | | 12 || {{Gold|9.7}} || {{Gold|8.3}} || {{Gold|8.1}} || {{Gold|6.9}} |
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− | |- |
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− | | 13 || {{Gold|9.5}} || {{Gold|8.2}} || {{Gold|7.9}} || {{Gold|6.8}} |
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− | | 14 || {{Gold|9.3}} || {{Gold|8.1}} || {{Gold|7.8}} || {{Gold|6.8}} |
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− | |- |
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− | | 15 || {{Gold|9.2}} || {{Gold|8}} || {{Gold|7.7}} || {{Gold|6.7}} |
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− | | 16 || {{Gold|9.1}} || {{Gold|7.9}} || {{Gold|7.6}} || {{Gold|6.6}} |
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− | |- |
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− | ! Level of<br />[[Building#Production Buildings|production building]] !! Cost of production<br />by ''unskilled worker'' !! Cost of production<br />by ''unskilled worker''<br />+ Ikariam Plus option !! Cost of production<br />by ''unskilled worker''<br />+ Technocracy !! Cost of production<br />by ''unskilled worker''<br />+ Ikariam Plus option<br />& Technocracy |
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− | | 17 || {{Gold|8.9}} || {{Gold|7.8}} || {{Gold|7.5}} || {{Gold|6.5}} |
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− | | 18 || {{Gold|8.8}} || {{Gold|7.7}} || {{Gold|7.4}} || {{Gold|6.4}} |
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− | | 19 || {{Gold|8.7}} || {{Gold|7.6}} || {{Gold|7.2}} || {{Gold|6.3}} |
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− | | 20 || {{Gold|8.6}} || {{Gold|7.5}} || {{Gold|7.1}} || {{Gold|6.3}} |
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− | | 21 || {{Gold|8.5}} || {{Gold|7.4}} || {{Gold|7.0}} || {{Gold|6.2}} |
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− | | 22 || {{Gold|8.3}} || {{Gold|7.3}} || {{Gold|6.9}} || {{Gold|6.1}} |
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− | | 23 || {{Gold|8.2}} || {{Gold|7.2}} || {{Gold|6.8}} || {{Gold|6}} |
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− | | 24 || {{Gold|8.1}} || {{Gold|7.1}} || {{Gold|6.8}} || {{Gold|6}} |
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− | | 25 || {{Gold|8}} || {{Gold|7.1}} || {{Gold|6.7}} || {{Gold|5.9}} |
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− | | 26 || {{Gold|7.9}} || {{Gold|7}} || {{Gold|6.6}} || {{Gold|5.8}} |
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− | |- |
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− | | 27 || {{Gold|7.8}} || {{Gold|6.9}} || {{Gold|6.5}} || {{Gold|5.7}} |
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− | |- |
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− | | 28 || {{Gold|7.7}} || {{Gold|6.8}} || {{Gold|6.4}} || {{Gold|5.7}} |
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− | | 29 || {{Gold|7.6}} || {{Gold|6.7}} || {{Gold|6.3}} || {{Gold|5.6}} |
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− | | 30 || {{Gold|7.5}} || {{Gold|6.7}} || {{Gold|6.3}} || {{Gold|5.6}} |
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− | | 31 || {{Gold|7.4}} || {{Gold|6.6}} || {{Gold|6.2}} || {{Gold|5.5}} |
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− | |- |
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− | | 32 || {{Gold|7.3}} || {{Gold|6.5}} || {{Gold|6.1}} || {{Gold|5.4}} |
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− | ! Level of<br />[[Building#Production Buildings|production building]] !! Cost of production<br />by ''unskilled worker'' !! Cost of production<br />by ''unskilled worker''<br />+ Ikariam Plus option !! Cost of production<br />by ''unskilled worker''<br />+ Technocracy !! Cost of production<br />by ''unskilled worker''<br />+ Ikariam Plus option<br />& Technocracy |
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− | |} |
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− | == Conclusion == |
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− | '''Do not''' use helping hands if you can [[Building:Trading post|buy]] goods at less than {{Gold|11 or 12}} and you are not in a hurry: it's better to save that [[gold]] to buy the [[good]]s rather than produce them. |
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− | If you have a building that increases production built up to level 13 or greater, the burden of Helping Hands becomes much less significant. Your total cost, per piece you are producing, only slightly increases over the {{gold|3}} cost per {{CitizenC}} without the production increase. Therefore it is best to use Helping Hands ''together'' with a production boosting building such as a [[Building:Forester's House|Forester's House]], [[Building:Glassblower|Glassblower]], [[Building:Alchemist's Tower|Alchemist's Tower]], [[Building:Winegrower|Winegrower]] or [[Building:Stonemason|Stonemason]]. |
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− | Example: |
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− | *You employ {{CitizenC|420}} at your [[Saw Mill]], and you also have a level 15 [[Building:Forester's House|Forester's House]]. You produce{{wood}} at a cost of {{Gold|2.3}} per piece. |
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− | <math>(420x3)/(420x1.30)=</math>{{gold|2.307}} per{{wood}} |
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− | * By using Helping Hands, you increase your total to {{CitizenC|630}}, and your total production is now 614 {{wood}}, for a cost of {{Gold|3}} per{{wood}}. |
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− | <math>(420x1.30)+(((420x0.50)x1.30)/4)=614.25</math> [[Wood|Wood (Building Material)]] per hour. |
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− | <math>(630x3)/614.25=</math>{{gold|3.07}} per{{wood}} |
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− | + | __NOWYSIWYG__<br /></div> |
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[[Category:Game mechanics]] |
[[Category:Game mechanics]] |
Revision as of 12:49, 7 July 2019
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Helping Hands | |||||
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Economy research | |||||
Research Points: | |||||
Requires: 19,908 | |||||
Accumulated: ( 53,710 ) | |||||
Requires: | |||||
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Allows: | |||||
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Scores: | |||||
Scientists | (Accumulated) | ||||
398 | (1,074) | ||||
Levels of research: | |||||
4 | |||||
Description
If our citizens help out a little underground instead of tanning themselves on the beach, we'll get more raw materials and they'll get less sunburn. There's always a need for help down the mines (crystal mine, sulphur pit and quarry), saw mills and vineyards.
Effects
Allows: Overloading of resources.
- You can assign up to 50% extra manpower to work, but each worker, being unskilled, is only 25% (0.25) as effective. (i.e. You can boost resource production by 12.5% [0.125]).
- In terms of workers:
- Take the maximum normal amount of workers and multiply it by 1.5 (150% increase) to get your new maximum amount of workers.
- In terms of resources:
- Take the normal maximum amount of workers and multiply it by 0.5 (50% or 1/2 increase) to get the maximum added workers and then take that number and multiply it by 0.25 (25% or 1/4) production, which = Original production * (50% * 25% = 12.5% ) = Original production * .125 equals how much goods they will produce.
- In terms of workers:
Total score & Scientists
All researches give you 0.02 Scientists points for every 1 spent on any of them. This is added to your Total score points.
- This means that you will earn 1 Scientists & Total score point for every 50 you spend.
Levels of research
You will earn 4 Levels of research points for every research you complete, no matter how many are required to complete it or which group it belongs to.
Other Economy researches
|